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@@ -100,13 +100,8 @@
<div class="space"></div>
</div>
</div><br>
- <div class="offsets">[ 1 <a
- href="https://web.archive.org/web/20180219212641/http://nemesis.thewavelength.net/index.php?c=83&amp;o=15#p83">2</a>
- <a
- href="https://web.archive.org/web/20180219212641/http://nemesis.thewavelength.net/index.php?c=83&amp;o=30#p83">3</a>
- <a
- href="https://web.archive.org/web/20180219212641/http://nemesis.thewavelength.net/index.php?c=83&amp;o=45#p83">4</a>
- ]</div><br>
+
+
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">1.</span> <a name="c646"
@@ -277,13 +272,583 @@
but i guess the images are understandable enought for anyone else<br>
http://hlds.pl/page.php?id=28&amp;pg=3</div>
</div><br>
- <div class="offsets">[ 1 <a
- href="https://web.archive.org/web/20180219212641/http://nemesis.thewavelength.net/index.php?c=83&amp;o=15#p83">2</a>
- <a
- href="https://web.archive.org/web/20180219212641/http://nemesis.thewavelength.net/index.php?c=83&amp;o=30#p83">3</a>
- <a
- href="https://web.archive.org/web/20180219212641/http://nemesis.thewavelength.net/index.php?c=83&amp;o=45#p83">4</a>
- ]</div><br>
+
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">16.</span> <a name="c1829"
+ href="index.php?a=1517">venin</a></span><span class="right">Posted: Jan 14th, 2006 - 7:34:55
+ pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">Abouth the option to export maps in 3ds file..well the 3ds file cand be imported in
+ millkshape and softimage/XSI mod tool...in 3dsmax nothing, dosen`t work for it. Could you fix so the
+ format of the 3ds can be of that, that 3dsmax imports it? It would mean the wolrd to me :D...pls</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">17.</span> <a name="c1833"
+ href="index.php?a=1">Nem</a></span><span class="right">Posted: Jan 16th, 2006 - 6:02:25 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">It's a problem with the lib3ds library BSPViewer uses. If you can import into other
+ 3D packages you could try exporting to a different format from them.</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">18.</span> <a name="c1862"
+ href="index.php?a=1996">Talia</a></span><span class="right">Posted: Feb 5th, 2006 - 12:36:56
+ am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">Uhm. I have a pre-steam version of HL (HL 1.1.1.0 to be exact) and I can't for the
+ life of me get this configured to read the wad files. <br />
+ Can you tell me what paths it's trying to read the wad in?</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">19.</span> <a name="c1863"
+ href="index.php?a=1">Nem</a></span><span class="right">Posted: Feb 5th, 2006 - 2:45:56 am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">The current version does not support WON installations, email me at <a
+ href="https://web.archive.org/web/20180414014035/mailto:[email protected]">[email protected]</a>
+ and I'll send you the last version that did.</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">20.</span> <a name="c1922"
+ href="index.php?a=47">NerdIII</a></span><span class="right">Posted: Mar 14th, 2006 - 12:47:12
+ pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">It works like a charme and the lightmaps are aligned properly as well. ^^<br />
+ I especially like the option to freeze the visibility algorithm.<br />
+ There is one question I'd like to ask you: Why do you use .NET?<br />
+ Because it's safer in terms of memory leaks?<br />
+ Because it is future oriented and you like the latest wizbang?<br />
+ Because it's 'platform independent'?</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">21.</span> <a name="c1923"
+ href="index.php?a=376">Bluefang</a></span><span class="right">Posted: Mar 14th, 2006 - 2:29:21
+ pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">I would think that the answer to that is because it's easier to write and manage code
+ with .NET.</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">22.</span> <a name="c1924"
+ href="index.php?a=1">Nem</a></span><span class="right">Posted: Mar 14th, 2006 - 4:35:42 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">I use it because I prefer to write C++ code, and managed .NET code can interop
+ transparently with unmanaged C++ code. This means I can write &quot;normal&quot; C++ code and still take
+ advantage of the .NET framework which I use mainly for its ability to write complex user interfaces with
+ very little effort (as well as other services like cryptology and networking).<br />
+ <br />
+ As for your points:<br />
+ Unmanaged code C++ does not use the garbage collector.<br />
+ <br />
+ Upgrading C++ code from v1.1 to v2.0 is a HUGE pain in the ass (hopefully this will not reoccur in
+ v3.0).<br />
+ <br />
+ Managed C++ is not platform independent, only purely managed code is (C# and VB); unfortunately most my
+ code is locked to Windows, though my unmanaged C++ code (which makes up the core of most projects) can
+ be ported.</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">23.</span> <a name="c1925"
+ href="index.php?a=47">NerdIII</a></span><span class="right">Posted: Mar 14th, 2006 - 6:06:11
+ pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">Ok, I see. I wondered why a good coder with lots of C++ code from Valve's SDK would
+ convert it all to C#. But honestly MFC is not too shiny when it comes to complex user interfaces. I made
+ friends with Delphi early, which both easy to use and fast and compact and ... the third language in the
+ list that supports managed .NET code. ;)</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">24.</span> <a name="c1926"
+ href="index.php?a=1">Nem</a></span><span class="right">Posted: Mar 14th, 2006 - 7:37:58 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">Ah yes, Delphi is a great development platform, I used it for Batch Compiler before I
+ converted it to C#, the only thing I don't really like about it is its syntax.</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">25.</span> <a name="c1931"
+ href="index.php?a=2054">joselitosn</a></span><span class="right">Posted: Mar 19th, 2006 - 11:52:32
+ am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">Version 1.5.5 give this error:<br />
+ Invalid Hllib.dll version number.<br />
+ <br />
+ Made a fresh install for it, and i have winxp home sp1 with .net 2.0 installed <img
+ src="../../images/emotes/sad.gif" width="32"
+ height="32" alt="sad" /></div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">26.</span> <a name="c1932"
+ href="index.php?a=1">Nem</a></span><span class="right">Modified: Mar 19th, 2006 - 12:35:53 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">Sorry, fixed the installer, and you don't need .NET v2.0...</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">27.</span> <a name="c1937"
+ href="index.php?a=2063">ert</a></span><span class="right">Posted: Mar 24th, 2006 - 7:35:35 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">Could you add an entity search function to the bsp viewer, it doesn't need to be any
+ more advanced than Hammer's function (allows you to search by keys or values on their own or as KV
+ pairs, and supports partial matches). Would be nice (but not essential) it you could right click on keys
+ or values in the lower-left pane and it would give you the option to automatically search for say a
+ target field.<br />
+ <br />
+ Also when you click on an entity in the list, its hard to find it in the 3d view. Because the thin
+ orange lines used to highlight an entity don't stand out too well. There should be a setting to control
+ the thickness and colour of these lines, should be pretty simple to do and it would solve the problem
+ nicely :)<br />
+ <br />
+ And finally, the draw distance should be increased to at least 14200 so that you can see everything,
+ even when looking from one corner of the map to the other.<br />
+ <br />
+ Nice work btw.</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">28.</span> <a name="c1946"
+ href="index.php?a=2076">redcomet</a></span><span class="right">Posted: Apr 3rd, 2006 - 5:57:36
+ am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">Any chance of getting this program to export into vmf format? Or at least map format
+ where you make the walls solid and not made out of numerous 1 unit thick faces? <br />
+ This could be an excelant tool for converting half life 1 maps to source.<br />
+ <br />
+ I have been working on a map to vmf converter, and I found your program. It made me a bit frustrated to
+ be able to walk around the map like I was in half life, all the blocks solid and not made of 1 unit
+ think walls, I hoped that you would export that kind of format into the map file. Unfortunetly you do
+ not. So I ask why you do not, and if there a chance for you to consider making them solid and save me a
+ great deal of work and grey hairs :)<br />
+ <br />
+ Excelant program though, by far the best half life program I have ever used.</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">29.</span> <a name="c1949"
+ href="index.php?a=1">Nem</a></span><span class="right">Posted: Apr 3rd, 2006 - 5:04:16 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">ert:<br />
+ I'm not planning on updating BSP Viewer any more, instead Crafty will replace it. Currently Crafty
+ doesn't render Half-Life .bsp files as well as BSP Viewer or offer as many options, but this will be
+ corrected when it leaves Alpha. I will try to incorporate your suggestions into it.<br />
+ <br />
+ redcomet:<br />
+ As I said, I'm not planning to update BSP Viewer any more, but I'm not sure I see the point of exporting
+ .vmf files. There is no good conversion between mesh geometry (.bsp files) and additive geometry (.map
+ and .vmf files) which is why .map exportation sucks. Is there some reason you can't import the .map
+ files BSP Viewer into Hammer?</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">30.</span> <a name="c1951"
+ href="index.php?a=2076">redcomet</a></span><span class="right">Modified: Apr 3rd, 2006 - 10:32:05
+ pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">Well yes, I can import the map files into hammer. But it takes a bit of trickery.
+ When you export the map file you add a bunch of useless spaces,<br />ie,<br />
+ <div class="vbtitle">Code:</div>
+ <div class="vbcode"><br />{<br /> {<br /> (292902, 222, 3333) etc<br /> (etc)<br /> }<br />}<br /></div>
+ <br />
+ <br />
+ Which hammer and MapFool cannot read, I have to go in and replace all double spaces with nothing to end
+ up with this:<br />
+ <br />
+ {<br />
+ }<br />
+ (28238483 34342 2233) etc<br />
+ (etc)<br />
+ }<br />
+ }<br />
+ <br />
+ I use Map Fool to be able to process the textures into vmf's so I look at the map in hammer not grey
+ walls. <br />
+ <br />
+ But the main problem is that when you export the map files you take all the solids and hollow them all
+ by 1 unit. So a simple block becomes a 6 faced cube with 1 unit thick walls... <br />
+ <br />
+ I know that all decompilers do this, but I was using your program and I looks at the walls your BSP
+ class generates and they are solid, not made of numerous 1 unit thick walls. And I can not help thinking
+ that somewhere in your program, instead of making the map file solids off of the right, display size
+ solids, you are taking the real solids and making them 6 faces 1 unit hollowed blocks. Or you are read
+ straight from the bsp and not from the nice map you build in the program. <br />
+ In either case, I find it extremly frustrating.<br />
+ <br />
+ In hammer, it does not build map files created by decompilers such as bsp2map and this because of all
+ the solids that insect (tjuncs), which are created by the 1 unit thick walls. What we have to do to
+ convert maps is first get the map file, load it into hammer, and before we can even compile it to look
+ around we have resize all the walls to replace the 6 1 unit thick blocks with 1 solid block. <br />
+ </div>
+ </div><br />
+
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">31.</span> <a name="c1952"
+ href="index.php?a=1">Nem</a></span><span class="right">Modified: Apr 3rd, 2006 - 11:03:53 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">Ah, I see (I would have thought those tools could parse the white space,
+ weird).<br /><br />Anyways, the reason BSP Viewer exports 1 unit thick brushes is because the CSG
+ process destroys the brushes you see in Hammer (or whatever editor you use) and converts them into a
+ polygon soup. This process is NOT reversible. A brush (in Hammer) is a convex collection of planes that,
+ when intersected, form polygons. When these planes are removed or split by the CSG process, the original
+ brush is gone forever. BSP Viewer's approach is to say to hell with the brushes and construct a new
+ brush for each face in the BSP (hence the 1 unit brushes). Other programs (such as <a
+ href="https://web.archive.org/web/20180414014122/http://developer.valvesoftware.com/wiki/WinBSPC">WinBSPC</a>)
+ construct one large brush that engulfs the entire world, then &quot;hollow&quot; it out subtracting the
+ BSP geometry and breaking up the brush into smaller convex brushes. This process creates more
+ &quot;brush like&quot; results, but is still nothing close to how one would actually map.<br />
+ <br />
+ This is why there are no good BSP decompilers, it is a really hard problem to solve. Half-Life 2 has a
+ better BSP decompiler (VMEX) but only because the original brushes are stored in the BSP along with the
+ CSG polygon soup.</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">32.</span> <a name="c1953"
+ href="index.php?a=2076">redcomet</a></span><span class="right">Modified: Apr 3rd, 2006 - 11:49:09
+ pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">Yes I understand now, I read some of your comments on the Map file Format on VERC and
+ looked at the source. <br />
+ <br />
+ I understand that what you are doing is reading the bsp, constructing the normals and distances, etc,
+ and building a brush. However, I do see an approach that can make good map files.<br />
+ <br />
+ What I realized from looking at these map files you generate is that each section describes a face, not
+ a brush. So when hammer loads it I assume it screws with it and forces it to be atleast 1 unit thick and
+ then it interects with the other 'faces' you wrote to the map file. But why not do this instead of
+ writing faces as if they were brushes.<br />
+ <br />
+ You have good solids inside your program, and I know that the map file format is to read three points
+ from the line, generate a normal and distance to get a plane, which it then used with the other 5 lines
+ to calculate a volumn for the total brush. Your program does this, but when saving the map file it saves
+ each face as a brush, with each face getting its own 6 line segment in the map file. <br />
+ Why not instead, forget the original bsp, and make the map file off of your displayed map. For instance,
+ I am not 100% sure on the process yet, but take a face on one of the solids, define three points
+ somewhere on it, and write that line to the map file. Then move onto the next face, define three points
+ on it, then write the next line. And do that for all 6 lines on a segment. That way when hammer goes to
+ make the normals and planes, one brush is defined by 1 segment instead of 6, which causes the 1 unit
+ thick walls.<br />
+ <br />
+ Now that I know whats up, I downloaded your map view source, and though I will have a much harder time
+ trying to convert a 6 segment solid into a 1 segment solid, I am going to start trying to write a
+ program that will do it. It might take some tinkering, but I a sure that when a program that actually
+ makes solids instead of faces will become imensly popular. I know me and my mod crew will use it a lot.
+ <br />
+ <br />
+ Which by the way, in your map view source, there is a typo.<br />
+ In the MapViewer.rc file you incude resource2.h, and not resource.h which is what exsists, Resource2
+ doesnt. If doesnt compile right off the bat, but when I changed the MapViewer.rc file it worked.</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">33.</span> <a name="c1955"
+ href="index.php?a=1">Nem</a></span><span class="right">Posted: Apr 4th, 2006 - 11:23:06 am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">I'm not sure if I fully understand you (or maybe you don't fully understand me).
+ Brushes, by nature, must be <a
+ href="https://web.archive.org/web/20180414014122/http://en.wikipedia.org/wiki/Convex">convex</a>. But
+ BSPs contain a polygon soup which is anything but convex. The only logical grouping of faces in a BSP is
+ into leaf-nodes, which are collections of near by faces. However, these leaf-nodes are concave by nature
+ and so can't be used to construct a brush. It's not just a matter of taking a bunch of faces and
+ combining them into a brush, therein lies the problem!<br />
+ <br />
+ <br />
+ BTW, MAP Viewer's source is old and quite poor.</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">34.</span> <a name="c1957"
+ href="index.php?a=2076">redcomet</a></span><span class="right">Posted: Apr 4th, 2006 - 11:56:07
+ am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">I know that going from bsp to map is difficult, and most decompilers fail with their
+ 1 unit walls. I discovered that what they are doing is describing each face in the map file. The regular
+ map file format is supposed to start with a {, then go for 6 lines in which is describes 6 faces for a
+ solid. Then when it loads the map it finds the normal, dot product, etc, you know all
+ this.<br /><br />What you and other decompilers do is instead of using those 6 lines to describe a full
+ solid (like a wall) you use these sections, denoted by the {}'s to describe each face. So instead of
+ this:<br /><br />
+ <div class="vbtitle">Code:</div>
+ <div class="vbcode"><br />{<br />(a face)<br />(a face)<br />(a face)<br />(a face)<br />(a
+ face)<br />(a face)<br />}<br /></div><br /><br />you generate this:<br /><br />
+ <div class="vbtitle">Code:</div>
+ <div class="vbcode"><br />{<br />(a face of a face)<br />(a face of a face)<br />(a face of a
+ face)<br />(a face of a face)<br />(a face of a face)<br />(a face of a face)<br />}<br />{<br />(a
+ face of a face)<br />(a face of a face)<br />(a face of a face)<br />(a face of a face)<br />(a face
+ of a face)<br />(a face of a face)<br />}<br />{<br />(a face of a face)<br />(a face of a
+ face)<br />(a face of a face)<br />(a face of a face)<br />(a face of a face)<br />(a face of a
+ face)<br />}<br />{<br />(a face of a face)<br />(a face of a face)<br />(a face of a face)<br />(a
+ face of a face)<br />(a face of a face)<br />(a face of a face)<br />}<br />etc..<br /></div><br />
+ <br />
+ And together these 6 sections you create actually represent one solid. So in hammer's eyes it seems like
+ you are creating numerous solids to build a solid. Instead of numerous faces to make a face.<br />
+ <br />
+ I do not know if I can explain it better :( But thats sort of not important.<br />
+ <br />
+ What I get, is that going from bsp to map is very hard.<br />
+ But what I see is you creating a 3d world with the bsp.<br />
+ A 3d world with vertices and planes and solid walls<br />
+ <br />
+ So what I am saying is that instead of going bsp to map, go bsp to 3d world to map.<br />
+ <br />
+ Use the coords you can pick up off of the display to go backwards through the vector normalize/dot
+ product loop you described in VERC<br />
+ http://collective.valve-erc.com/index.php?go=map_format<br />
+ <br />
+ to build a good map file.
+ </div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">35.</span> <a name="c1959"
+ href="index.php?a=1">Nem</a></span><span class="right">Modified: Apr 5th, 2006 - 11:22:26 am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">Well you clearly understand the problem, but the solution is a lot harder that simply
+ combining the faces.<br />
+ <br />
+ Consider a single brush crate. If this brush was made an entity then yes, all six faces of the bush
+ would be present in the BSP and you could easily construct one brush for the decompiled faces. However,
+ if the crate is on the ground and a world brush, it would only have five faces, and it if was also
+ against a wall, it would only have four, and if it was also in a corner, it would only have three, and
+ if it also had another crate on top of it, it would only have two. Ignoring the fact that it is hard to
+ know which faces make up the crate, in each case where there is a face missing, there are infinitely
+ many ways to add faces to create a brush, and adding these faces must be done in such a way that doesn't
+ protrude into the BSP (and makes sense). A lot of the time brushes are reduced to just one face in the
+ BSP.<br />
+ <br />
+ This brings us to the other problem. How do you know which faces should be part of a brush if they exist
+ in a polygon soup? There is no way to know. You can estimate by checking proximity and whether or not
+ combining faces results in a convex solid, but it is still a tricky problem.<br />
+ <br />
+ Furthermore, the faces in a BSP are even more mangled by because they are split by other geometry and to
+ produce smaller concave nodes (think of how a staircase splits up). These faces must be reunited in a
+ convex manor, but again there are many ways of doing this.<br />
+ <br />
+ I'm not trying to deter you from trying, I'm just trying to make sure you understand the problem and why
+ I have never spent a lot of time trying to get BSP Viewer to export usable MAP files. Good luck!<br />
+ </div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">36.</span> <a name="c1966"
+ href="index.php?a=2076">redcomet</a></span><span class="right">Posted: Apr 5th, 2006 - 1:25:59
+ am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">Well I did not know about the face deletion problem. <br />
+ <br />
+ I really wish I could sit down and write a good converter, unfortunetly I am getting swamped with
+ different projects and other garbage I thought was done a long time ago.. <br />
+ <br />
+ I will continue thinking about it and maybe contributing tio a program little by little. I hate having
+ my mappers go through and move all the walls from being 6 faces 1 unit hollow brushes to full walls.
+ Thats why I asked. Your program seemed to do a very good job of constructing the solids. <br />
+ <br />
+ I am still debating, I am not sure which is easier, a program that will read bad map files and convert
+ them, or a program that will read 3d vertices from your 3d view and construct brushes off of that..
+ <br />
+ <br />
+ I really like that hollowing idea that you told me about, I decompiled a few maps with that program and
+ got considerably better results. Its just to bad it doesn't work for most maps.</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">37.</span> <a name="c2697"
+ href="index.php?a=2393">edman747</a></span><span class="right">Posted: Nov 1st, 2007 - 10:21:16
+ am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">hi, thanks Nem. <br />
+ I really like bsb viewer. sometimes when loading one of the half-life single player maps(HLSP). using a
+ pak0 everything is gray. so i just use the half-life.gcf then the map looks normal.<br />
+ <br />
+ things like func_monsterclip, trigger_once and trigger_changelevel often have some weird texture applied
+ to them? I have to fly through them to see the rest of the map.<br />
+ <br />
+ now to the question: do you have a spawn point tool? Kinda like bsb viewer where I could fly to the spot
+ where I want to put a spawn point and have a player model show up where each spawn point is.<br />
+ <br />
+ if no, do you know of one? have used spawnpointeditor 1.3 by Michael.A.C.Pink<br />
+ It has some utility but the wire frame display of the map. makes it hard to add multiple spawn points.
+ very difficult on the HLSP maps where things can be kind of tight.</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">38.</span> <a name="c2709"
+ href="index.php?a=1">Nem</a></span><span class="right">Posted: Nov 10th, 2007 - 12:04:43 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">Kinda. In the entities tab, you can add and duplicate info_player_start entities
+ using the context menu. Once you have added your new spawns, you can export a .ent file from the File
+ menu, then import you entities back into your .bsp using ripent.</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">39.</span> <a name="c2807"
+ href="index.php?a=3175">the-dead</a></span><span class="right">Posted: Feb 22nd, 2008 - 1:26:50
+ pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">I have a question to this program...<br />
+ can i edit a map with it??? i have loded a bsp and now, i wanna edit and save. is this possible???<br />
+ <br />
+ <br />
+ thx the-dead</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">40.</span> <a name="c2896"
+ href="index.php?a=3311">Ean</a></span><span class="right">Modified: Jun 16th, 2008 - 9:24:09
+ am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">how do you export lightmaps? milkshape wont import the meshes and ac3d wont import
+ lightmaps. Also, I noticed the poly count is much higher in ac3d than bsp viewer (even with no culling)
+ </div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">41.</span> <a name="c2897"
+ href="index.php?a=1">Nem</a></span><span class="right">Posted: Jun 17th, 2008 - 3:48:24 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">BSP Viewer has been replaced by Crafty (which included the ability to export
+ lightmaps).</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">42.</span> <a name="c3346"
+ href="index.php?a=4017">Bourne</a></span><span class="right">Modified: Mar 13th, 2010 - 5:55:23
+ pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">Everytime i try to open a .bsp i get the following error message, : <br />
+ &quot;Error loading BSP file: Invalid Half-Life BSP file format.&quot;<br />
+ i have done everything correct and it still says that. Please help!<br />
+ <br />
+ but everything else is perfect!</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">43.</span> <a name="c3347"
+ href="index.php?a=1704">maban</a></span><span class="right">Posted: Mar 13th, 2010 - 6:42:09
+ pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">BSP Viewer hasn't been updated in 4 years. Use Crafty instead.</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">44.</span> <a name="c3348"
+ href="index.php?a=4017">Bourne</a></span><span class="right">Posted: Mar 13th, 2010 - 7:40:51
+ pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">oh, alright. thanks i was in a rush at the time</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">45.</span> <a name="c3660"
+ href="index.php?a=4440">Patrick Star</a></span><span class="right">Posted: Nov 20th, 2011 - 11:44:16
+ pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">i decompile a map but none of the func_walls show up</div>
+ </div><br />
+
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">46.</span> <a name="c3674"
+ href="index.php?a=4466">adarhyme</a></span><span class="right">Posted: Jan 7th, 2012 - 4:22:35
+ am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">Dont download link!!!!<br />
+ </div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">47.</span> <a name="c3690"
+ href="index.php?a=2633">INsane</a></span><span class="right">Modified: Feb 21st, 2012 - 4:49:07
+ am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">Found another use for this old tool, getting a old HL1 .bsp to VMF in the latest
+ hammer.<br /><br />Some old maps decompile with decompilers and some don't, some have a lot of invalid
+ structures and hammer will not open them, some do.<br /><br />If you find nothing else works to get the
+ old structure of a .bsp, try this....<br /><br />The BSPViewer and Crafty .bsp to .map then to .vmf
+ Method:<br /><br />1. With BSPViewer. Open the .bsp file, go to &quot;File&quot; and Export select
+ &quot;MAP File&quot;, un-tick &quot;Bevel Brushes&quot; and &quot;Use Null textures&quot; OK and give it
+ a name, save as a .map.<br /><br />2. Now open that saved file with Crafty, select &quot;File&quot; and
+ &quot;Export&quot;, drop down the &quot;Save as Type&quot; select VMF, give it a name.<br /><br />Open
+ the VMF with Hammer, it may give an error about could not load some solids, just continue without them,
+ (press &quot;Yes&quot;) it will look nuts, all orange and heaps of 1 unit walls.<br /><br />If you now
+ go to the &quot;VisGroups&quot; and un-tick World Geometry what you may end up with are some structures
+ like trees, tables, chairs, arches without a heap of walls in the way. These are Brush entities, that
+ may be enough to start to build a source map from the old structure and have it very close to the same
+ layout.<br /><br />I know there are easy ways, <u>this is only for HL1 maps that you keep getting
+ crashes when trying to open a decompliled .map or .vmf</u>, seems to get rid of a few bad eggs in the
+ file.<br />
+ <br />
+ More here:<br />
+ http://www.dodbits.com/dods/index.php/hl2-mapping/61-porting-old-half-life-1-maps </div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">48.</span> <a name="c3932"
+ href="index.php?a=12847">PancakeBre</a></span><span class="right">Modified: Oct 8th, 2014 - 8:00:43
+ pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">Hi everyone, i'm tryng to convert &quot;zs_Castle_keep.bsp&quot; (workshop of source
+ filmaker) in OBJ, it opens but the viewer doesn't load any texture.<br />
+ I tried to open the bps with the material browser and in it there all all the texture, so how can I load
+ them with object viewer?</div>
+ </div><br />
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">49.</span> <a name="c3949"
+ href="index.php?a=12909">Gennaro-HL</a></span><span class="right">Posted: Feb 23rd, 2015 - 5:00:33
+ am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">Hi, I have a problem with the &quot;BSPViewer&quot; I do not load the map textutas
+ (Crossfire.bsp)<br /><br />ERROR: Failed to load gfx \ env \ 2desertft.tga.<br />Failed to load
+ sky.<br /><br />Any solution.<br /><br /><img
+ src="https://web.archive.org/web/20180414014153im_/http://i.imgur.com/5AzlfLL.png" alt=""
+ border="0" /><br />
+ <br />
+ </div>
+ </div><br />
+
</div>
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